Showing posts with label Ray Winninger. Show all posts
Showing posts with label Ray Winninger. Show all posts

Wednesday, August 13, 2014

What Kind of World Do You Want? Part 2

 What Kind of World Do You Want? Part 2
By David




A little basic sociology


In the first part of this post I talked about the hooks, or points of relevance, distinguishing my created fantasy world--Archaborea--from other fantasy environments. I also mentioned how the method to my creation came from a series of articles called “Dungeoncraft,” by Ray Winninger. He had a short list of rules for creating successful worlds which I also choose to use in my process.


Rule #1: Never create more than you must.


Rule #2: Whenever you create something important, create at least one secret tied to it.


Setting the stage for my creation’s adventurers (the players,) I look at the second entry on my list of hooks: The Bad Guys Rule. The evil empire is alive and well on Archaborea. However, due to the nature of the environment (remember that grinning cactus?) even the tyrants have their limitations. So there will be a tyrannical, despotic government but it will be balanced out by the savagery of the natural flora and fauna. I am thinking I may give my heroes a choice to start in a small village under the rule of an ogre-lord “regional governor” or a small village in the wilderness (sort of a pioneer village surrounded by packs of predators and other natural hazards.) They will have a small, manageable homebase, but also some kind of instant challenge, either natural or political.


Along the way, I am aware of potential plotlines and adventure ideas. That is what this process really does, it helps to set things in place and spark ideas, stimulating my creativity. My hope is that my players will feed off of this creative energy as well and together we can build a compelling story within the game, resulting in fun for everyone.


Using rule #2, I have established that the evil rulers of the world (although called “ogre-lords”) are not actually ogrish. They will be beastly in appearance, looking more like minotaurs, with bovine heads and horns, and bulky, hirsute bodies--not fur-covered, just hairy. The secret of their heritage will be something I want the players to discover over the course of the campaign and may include other, unknown villains they will not expect.


My hook established the ogre-lords as conquerors in a war long ended. The length of time I am not sure of yet; somewhere between fifty and one hundred fifty years sounds about right. Enough time for society to have settled a bit, established some norms and traditions in the wake of war, but not so much time that no one remembers the conflict, perhaps lost a parent or grandparent. This being a fantasy realm, its also possible for some long-lived race to have members who actually fought in the war. The war will be a quasi-taboo topic: some want to forget and move on, some want to start it again, hoping for a better outcome.


The village homebase for my players will be a combination of races living and working together. This will allow for the players to be able to choose any race they wish. I don’t want to limit my player’s choices of a character too much because I will be limiting other things as a result of the environment. It is really all about balance, trying to balance what can and cannot be. The village itself will be small, not more than a few hundred at most, with roughly ten to twenty percent of that number belonging to the village militia or guard. When it is decided whether the village will be a pioneer village or an ogre-lord village then that will inform the disposition of the guard.


The village will also be relatively isolated because the nature of the world limits population centers. Nature plays a big role in this world; it will be as much of a challenge as some of the humanoid foes the players will face. A later post will cover this environmental aspect, but for now I will concern myself with some names and personalities the player characters may encounter: the leader of the village, the captain of the guard, a few townspeople (a tradesman, a shopkeeper or two, and maybe a couple farmers.) I will outline the village: a list of major buildings (in alphabetical order for ease of reference.)

Maps will come later, but next part of this series will be religion: god(s) and myths.

Tuesday, December 17, 2013

What Kind of World Do You Want?

By David

Once upon a time, when Dragon Magazine was still a print entity found in magazine racks, a feature series captured my attention called Dungeoncraft, penned by Ray Winninger, the series gave step by step advice to dungeon masters for creating memorable environments for their Dungeons and Dragons games. The article entries were fun to read even if you never used them in a practical sense and they occupied my bookcase--never gathering dust--for many years. I've been reading them recently to give myself a focus, or at least a starting point, in the creation of Archaborea, my new fantasy world.

The first step is to decide on a hook, the points which would define and characterize my world. I had many ideas to begin with: themes and concepts I wanted to explore and exploit, but what were the headlines? What made my world unique?

Archaborea; the essentials.

Primitive Savagery and High Adventure.
I wanted something non-standard: less Tolkien and more Burroughs (although, G.R.R Martin "politics" aren't out of the mix.)
Most of the world is undeveloped or even unspoiled by mortal hands. In the heavens, elemental powers wage an eternal war with elder beings; think Mother Nature versus Cthulhu. The collision of natural and unnatural forces result in jagged mountains, breathless jungles, sucking swamps and infernal deserts. Fell beasts and even predatory plant life abound outside civilized areas. Those who rise above daily survival to seek their fortune are truly exceptional, the stuff of myths and legends.


The Bad Guys Rule.
This one has become a standard, but it provides a good backdrop for other ideas. Also, the Evil Empire trope is near and dear to me...
A decades-old war established the domination of the Ogre Lords (somewhat of a misnomer which stuck; no one knows if the lords are actually of ogreish descent...) Conquerors rumored to have their own fearful rulers, the Ogre Lords have erected fortresses of stone to protect their slaves and subjects from the wilderness and each other. Cities and villages are few and far between existing in places where people have put down roots, determined to hold their freedom and their ground.


Metal is a rare commodity.
This played into the primitive savagery angle, and gives an extra challenge to the potential heroes. The will need to be creative and resourceful in order to arm themselves.
The Ogre Lords and their warlords, enforcers/sympathizers, attempt to control potential uprisings by controlling superior weaponry, keeping the best for their personal armies. Metal weapons and armor are seized at fortress gates and most metal mines are controlled by the Ogre Lords. Metalworking skill has been forbidden to the general populace, punishable by death. Common arms and armor are more often made of leather, wood, bone, stone, and other such materials. Because iron and steel are hard to come by legally, many have become very creative in their materials and designs for personal protection.


Religion is not about faith.
In a world where the very forces of nature are at war, fate and destiny can seem very fickle.
Faith and belief in Archaborea relies on what can be seen or felt. The majority worship primal forces and the natural elements-even if the primal spirits are often wild and vengeful. Elder beings grant power in return for subservience and sacrifice.


Arcane magic is feared, Elemental magic is revered.
I wanted to enforce the notion that magic is mysterious and powerful; I don't like magic being commonplace or expected. Again, back to pulp stories like Robert E. Howard.
Sorcerers and Magicians are viewed with awe and fear by the superstitious populace. True magic power comes from forces often grotesque or beyond comprehension. Shamans and Priests harness the power of nature or elemental forces. Devoted worship can grant the ability to create what some view as miracles.


Adaptation for survival means the term “race” is often only about physical appearance.
I don't like racial stereotypes as a rule. And I had some ideas for mixing up the traditional stereotypes of fantasy races. Why did dwarves need to be stoneworkers? What if dwarves could be "cowboys" or mountaineers?
The wars of conquest by the Ogre Lords displaced many from their traditional areas and the races of Archaborea have adapted to “non-standard” geographical locales. The race referred to as “Dwarves” are not all subterranean miners, some may be plains nomads surviving by herding, trading, or raiding; low and stout in appearance, but wayward and surprisingly quick. “Elves,” lithe and sharp in their features, are as likely to be found on a mountaintop, or lurking in the catacombs below cities, tradespeople who keep the city structures intact. Outside of the fortress walls, tribal structures are much more loose and varied racially; the masters of the Jade Forest might be composed of gnomes, fairie folk, and humans, living side by side as one.

Mr. Winninger had two basic rules he used for this process.
1. "Never create more than you must."
2. "Whenever you design a major piece of the campaign world, always devise at least one secret related to that piece." I have hinted at some potential secrets in my hooks, but I will not reveal them yet. Next comes a little basic geography and sociology to give my heroes a starting point.

 What Kind of World Do You Want? Part 1

In my head, the "ogre lords" look more akin to minotaurs, hence the note in The Bad Guys Rule hook...

What Kind of World Do You Want? Part 2